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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Benny1

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1
Shiki Nanaya / Re: Nanaya MBAACC 1.07 Discussion Thread!
« on: March 21, 2012, 09:32:26 AM »
Comboooos, since I'm having trouble finding any.  Let me know if anything is wrong here.

C-Nanaya

2A 5C 2C 2B 5B j.BC ad.A dj.BC AT
2A 2B 5C 2C 5BB 22C 236C 2C 214A (oki with meter)
Gold AT 2C 214B dash 2B 5C 623BB

H-Nanaya

2A 5B 2B 5C 2C 214A 5AC j.BC dj.BC AT
2A 5B 2B 5C 2A 236A 5AC j.C dj.BC AT
Gold AT 2C 5C j.BC dj.BC AT

F-Nanaya

2A 5B 2B 2C 623BB dj.22 623BB sdj.BC AT
2A 5B 2B 2C 623BB j.BC AT
2A 5B 2B 5C 236Bx3
Gold AT dash 2C 214B dash 2C 214A

Note for Gold AT I typically do oki as opposed to damage, I feel it's the better choice.  F-Nanaya has more combos that I don't know, and I don't know more of H-Nanaya's stuff.

2
Sion Eltnam Atlasia / Re: Full Moon Sion
« on: March 17, 2012, 11:10:41 PM »
Meh, the knockdown from 214A is so much better than j.214C that I'd gladly take the damage drop and get a decently damaging 214A combo as opposed to a higher damage j.214C combo.

3
Sion Eltnam Atlasia / Re: Help Me Make My Video!
« on: March 14, 2012, 09:59:14 PM »
Did you do a pressure string?  Do frame traps with 5C, 236A/B, or 214A/B.

Did you hit them?  Do whip loop.  Do airdash shenanigans from there.

Are you being hit?  Mash 623B or 214D.

4
Red Arcueid / Re: H-Warc 1.07
« on: March 14, 2012, 04:05:48 PM »
Here's what I run as BNBs:

2A 5B 2C 5C 623B j.8CB(1) ad.B(1) dj.BC AT/j.2C/j.214C (4.9k with j.2C)
BE5B 5C (confirm from here if you hit or not) 623B j.CB(1) ad.B(1) dj.BC AT/j.2C/j.214C (3.6k with j.2C)

If you end with j.214C, you can either relaunch with 623A or do 3C 3C into whatever oki you want.  j.214C 3C 3C also adds about 300 damage to your combo, plus you have better oki.

5
Satsuki Yumizuka (Yumiduka) / Re: Hatsuki
« on: March 14, 2012, 10:44:05 AM »
Awesome little trick I found:

5B/2B BE5C is a frametrap, and if they flinch, you are in a high damage situation, as you can do something like BE5C CH j.BE5C sdj.BE5C land BE2C 2C 5C 623B 5B 2C 623C 2C 5C 623A.  Absolutely devastating damage.

6
Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: March 05, 2012, 05:44:41 AM »
I'll see if I can get a recording of my W.Len loop.

7
Arcueid Brunestud / Re: H-Arc 1.07
« on: February 20, 2012, 07:20:25 AM »
Yeah my list of combos is out of date, I need to add the 5C 2C shit, and damage numbers, I'll do that at some point when I feel like it.  I still need to get my H-Aoko video made though lol.

8
Trying to do some combo damage maximization, got this for the corner

2A 2B 5B 6B 5C 6C 236A j.C dj.C falling j.6C j.BEC sdj.BC AT.  About 5.3k on V.Sion.  The string of normals at the start is the optimal one, obviously you have to work with what you have.

2A 2B 5B 6B 5C 214C 2B j.C j.6C j.BEC sdj.BC AT seems to be the best for meter, at around 5.8k.  I believe 2A 5B 6B 5C 6C 214C is a more damaging starter, but 6C 214C isn't the most reliable.

9
Melty Blood Auditorium / Re: MERU TEE VEE
« on: February 12, 2012, 11:45:46 AM »
MELTY V

10
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: February 10, 2012, 09:41:41 AM »
I messed around in practice mode for a while, H-Miyako's damage is pretty much the same, it's still good.  I have no idea what on earth people could've been talking about, the only change I saw was the 421A/B being a groundbounce on grounded hit now.

11
Aoko Aozaki / Re: [MBAACC 1.07] H-Aoko Discussion Thread
« on: February 04, 2012, 07:51:49 PM »
As a note about that video though, never, ever end a combo in 4C 421A, always do a 5A 6AA BE4C 421A, waaaaaay more frames to set up oki.

EDIT: Silly me, turns out 2A 5B 5C 2C (5A) 6AA is a working combo, can set up BE4C stuff with it.  Does a lot of damage.

12
Aoko Aozaki / Re: [MBAACC 1.07] H-Aoko Discussion Thread
« on: February 04, 2012, 01:00:39 PM »
Working on a video to show her combos.  Basic stuff, 1-2-3 stuff, and different ways to confirm into her loop are all included.

13
Aoko Aozaki / Re: [MBAACC 1.07] H-Aoko Discussion Thread
« on: January 29, 2012, 12:05:41 PM »
Various corner loops, inspired/taken from JP wiki

2A 5B 5A 6AA 2A 2C (5A) 6AA BE5C BE4C (2A/2B/nothing) 2C (5A) 6AA BE4C (2A/2B/nothing) 2C 5C 3C j.BC dj.BC AT

2A 5B 5A 6AA BE4C (2A/2B/nothing) 2C (5A) 6AA BE5C BE4C (2A/2B/nothing) 2C 5C 3C j.BC dj.BC AT

2A 5B 5A 6AA 2A 2C (5A) 6AA BE5C BE4C (2A/2B/nothing) 2C (5A) 6AA BE4C (5A) 6AA BE4C

2A 5B 5A 6AA BE4C (2A/2B/nothing) 2C (5A) 6AA BE5C BE4C (5A) 6AA BE4C

Whether or not you can use 2A, 2B or just 2C is character specific.  The second loop does more damage if you're doing an air combo, haven't fully tested the BE4C oki options.  I feel this meterless way to do oki setups is better than spending 100% for an air orb.  (5A) 6AA BE5C only works once per combo.

14
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: January 26, 2012, 07:21:10 AM »
Just a comment, if you use only one hit of 623A, not two, you actually do more damage with your corner combos.

15
Mech-Hisui / H-Dhalsim
« on: January 23, 2012, 10:56:10 AM »
H-Mech is a unique character I'd like more people to understand or perhaps discuss, so I'm going to make a thread.

As the title implies, this character is Dhalsim.  5B/2B are very long ranged, j.B is fairly long ranged.  5B whiffs crouchers.

Specials:
236A/B/C: Drill projectile.  A goes down, B goes straight, C is an ex spikeball that can be used for combos.
236236C: Shoots a nasu mushroom that goes fast and straight.

623A/B/C: Lightning.  Very long range. B is longer than A and does more damage, C is an ex for even more damage, with a hard knockdown.  Can be done in the air.

214A/B/C: Drill.  Used in combos.  214C can be relaunched from, but it's not very useful.

j.236A/B/C:  Jumping eyebeams that go down at a shallow angle.  A and B are incredibly useful for zoning, B hits twice.  EX Cancelling 236B into 236C after the first hit does more damage than cancelling after.

63214A/B/C: Summons.  A summons a ground mech that does a dashing attack, B is an air mech, and C is vic viper who supports you.

43216C: Same god tier arc drive as other moons.

Combos:

2B 623B xx 623C

I'm not kidding.  This is all you really need.  On the off chance you get a good hit

2AA 5C 5A 6AA BE2C 6C j.BC sdj.AAC AT.

2AA 5C 2C 6C j.BC sdj.AAC AT.

2AA 2B 5C 2C 214A j.BC dj.AAC AT

Save meter for 623C knockdowns.  You don't have untechable ex's in the air.  2C (5A) 6AA  j.BEC will sometimes work, but the timing is very tight.

Gameplay:

Your air movement is terrible.  Your forwards air dash does put you in a good angle to use j.B and j.236B, however.  You have movement after j.236B, abuse this.  2B is amazing, put it out constantly, the hitbox is disjointed far out.  You're in deep shit if the enemy gets in on you as you can't jump out of pressure well, so try your best to stay offensive.  You are made out of paper, combos will kill you fast.

16
It should be remembered that both 2B and 623/j.236AA can be combo'd after.

This means combos like 2A 5B 2B 2C 3C wait a second j.B land 623AA land 236A are possible.

17
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 23, 2012, 07:38:49 AM »
In theory I could write up F-Wara combos, but as I see it he really only has like three necessary combos.

2A (5Bx2) 2B 2C 6C j.C dj.C 421C
2A (5Bx2) 2B 2C 6C 623A (oki)

and the 2B BE2C loop.

pixel cloud combos are, as far as I am concerned, too unreliable to be worth it.  I need to actually play him against Greats some, but the main idea seems to be spam 2B in blockstrings until you feel like doing a mixup.  At which point, dash, and you can do single, double, or no overhead.

18
Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: January 22, 2012, 09:21:53 AM »
He could in MBAC :P

19
Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: January 22, 2012, 07:53:00 AM »
You've been able to backdash cancel normals for quite a while, it's awesome.

20
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: January 20, 2012, 12:43:42 PM »
I was playing around and found a reasonable alternative to a momiji loop:

2AA 5C 4C 5A 6AA 5A 5C 2C (4C) 623B 4C 2C 5BB j.BC dj.BC AT

Does a bit more damage (200 on v.shi), and isn't as hard as the 5B 2C 4C variation.  Does rebeat a bit though.  A loop that's more like 2AA 5C 4C 5A 6AA 5A 5C 2C (2A) 5A 5C 2C 5BB j.BC dj.BC AT is possible, but it's hard to do.

21
Sion TATARI (Vampire) / Re: C-V.Sion 1.07
« on: January 20, 2012, 09:20:10 AM »
Honestly Ciel setup combos are gimmicks, anyways.  I'd save meter for 623C, it's by far your best use of meter.

214A combos are very picky on spacing, yeah.  It's something you'd have to use and practice, to confirm into.

I'm done with this character though.  F-Sion does nearly everything she does better.  It's just not worth it.

22
Melty Blood Auditorium / Re: Compilation of Articles for Beginners
« on: January 20, 2012, 09:16:21 AM »
Well, C-Wara is pretty much my main these days.

You're pretty much right, there really is nothing special about 'reverse beat' pressure, it's just basically an rps game the moment you reverse beat to a 5A.  People were requesting it, and I wrote up a pretty bad example.  I feel a better choice would've been C-Warc or C-V.Akiha.  C-Wara is lucky to have late cancels on his B moves; C-Warc and C-V.Akiha, whose pressure tends to be centered around their 5B, have terrible late cancels.  5B (5A) is absolutely critical for them, because it gives them more freedom to cancel their 5Bs.

I suppose a better article to writeup for what I did would be how to set up, and win, RPS games in pressure.

23
Melty Blood Auditorium / Re: Compilation of Articles for Beginners
« on: January 19, 2012, 09:37:41 PM »
Then I am interested in what on earth reverse beat pressure is because apparently cancelling whiffed 5A's into moves is something full moon can do (no they can't)

I'm serious, what on earth is reverse beat pressure?

24
Melty Blood Auditorium / Re: Compilation of Articles for Beginners
« on: January 19, 2012, 06:20:26 PM »
I wrote an article on reverse beat pressure but as expected it's p.bad

http://pastebin.ca/2104248

25
Red Arcueid / Re: H-Warc 1.07
« on: January 18, 2012, 06:38:28 PM »
236A is airtight from C moves and is -1/2 on block, not sure, and becomes + further away
236B is a frametrap from C moves, and is +1 or so on block, from longer ranges, the advantage is slightly better.  These will also both catch jumps, and both are air unblockable.

22A whiffs crouchers, but will catch jumps and is very + on block.  Too unsafe on whiff though...

The idea I'm getting at is 236A/236B are very good moves to throw into pressure strings. iirc 236A is a frametrap off of B normals.

Also, remember the nin combo, 2A 5B 2C 5C 623B j8.CB ad.B sdj.BC 2C, it's ~100 more damage.  Also, always try to hit 2C then 5C, 5C has relative prorate and will drop about 100 damage off your combo if you do it first.  Don't drop 5C entirely though, even with relative prorate combos are still better with it.

If 236A/B counterhit, you can usually hit a 5B 623B airstring.

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